Fable...
I'm glad they put the restriction on Permanent Potions, honestly. Those potions were totally out of order... (And I also now know why I could only create one <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />)
As for the number of bugs... I was crashing out for no reason, which is now fixed. Items with the wrong graphics are no longer occuring. Items with no properties are no longer occuring. Items that change type when identified are no longer occuring. Items that DID have no properties now have properties.
Personally, I would call that a heck of a lot of bugs - and that's just the ones I have personally encountered...
I may well be the exception to the rule, I happily admit. Most people may not have encountered those bugs - I know that people on different systems/machines often encounter wildly different problems with any game, let alone one as complex as BD.
But, for ME, it fixed a lot <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
Frankly, I'm glad to hear it! It sounds like they did some things that were not bugfixes across all systems--and maybe they didn't list those, as a result.
As for the perma-potions, you could be right that one is enough. The problem is the cost for 1 perma-potion then becomes a couple of extra skill points, which as <img src="/ubbthreads/images/graemlins/beyond.gif" alt="" /> is currently configured is a pretty large cost. There are so few to spare! Divine Divinity was much more prodigal in that respect: you didn't have to raise a weapon's damage to do extremely good damage, for instance. I guess we'll just have to see what the good Larian folks decide on this one. To their credit, they're keeping open lines with their player base. And how many developers can you say that about?